Hmm, im am stuck trying to extract a pointer to an fbo object in the postDrawCallback of my cameras, allowing me to call
fbo_ext->glBlitFramebuffer(...) My offscreen render cameras perform their own FBO setup. I am merely passing the hint to use a frame buffer object as render target by calling setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); And the only point in the osg source code where an accessor is provided to an osg::FrameBufferObject seems to be in the RenderStage header file. I haven't yet figured out how to get from an osg.:Camera or an osg::RenderInfo& to an actual fbo pointer. *sigh* Christian 2013/2/21 Christian Buchner <[email protected]> > Hi, > > I've been modifying the "osgoit" code sample to allow opaque objects to > occlude the depth peeled layers. > > I found that rendering the opaque geometry into the depth buffer of each > peeled layer causes a lot of overhead because of the extra culling and > geometry passes each time. > > Instead I would like to render my opaque object just once into the first > slave camera's depth buffer and copy the contents of its depth buffer into > the other slave cameras (or rather FBOs) before performing the depth > peeling passes. > > So instead of clearing the z buffer at the start of each frame, would it > be feasible to copy the depth buffer from one FBO into another, and with > reasonable performance? > > Christian > > >
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